LYGIA Shader Library

dodecahedronSDF (lygia/sdf/dodecahedronSDF)

generate the SDF of a dodecahedron

Dependencies:

Use:

<float> dodecahedronSDF( in <vec3> pos [, in <float> size] )

Check it on Github



#ifndef FNC_DODECAHEDRONSDF
#define FNC_DODECAHEDRONSDF

float dodecahedronSDF(vec3 p) {
    vec3 n = normalize(vec3(PHI,1.0,0.0));
    p = abs(p);
    float a = dot(p,n.xyz);
    float b = dot(p,n.zxy);
    float c = dot(p,n.yzx);
    // return max(max(a,b),c)-PHI*n.y;
    return (max(max(a,b),c)-n.x);
}

float dodecahedronSDF(vec3 p, float radius) {
    vec3 n = normalize(vec3(PHI,1.0,0.0));

    p = abs(p / radius);
    float a = dot(p, n.xyz);
    float b = dot(p, n.zxy);
    float c = dot(p, n.yzx);
    return (max(max(a,b),c)-n.x) * radius;
}

#endif

Dependencies:

Use:

<float> dodecahedronSDF( in <float3> pos [, in <float> size] )

Check it on Github



#ifndef FNC_DODECAHEDRONSDF
#define FNC_DODECAHEDRONSDF

float dodecahedronSDF(float3 p) {
    float3 n = normalize(float3(PHI,1.0,0.0));
    p = abs(p);
    float a = dot(p,n.xyz);
    float b = dot(p,n.zxy);
    float c = dot(p,n.yzx);
    // return max(max(a,b),c)-PHI*n.y;
    return (max(max(a,b),c)-n.x);
}

float dodecahedronSDF(float3 p, float radius) {
    float3 n = normalize(float3(PHI,1.0,0.0));

    p = abs(p / radius);
    float a = dot(p, n.xyz);
    float b = dot(p, n.zxy);
    float c = dot(p, n.yzx);
    return (max(max(a,b),c)-n.x) * radius;
}

#endif

Dependencies:

Use:

<float> dodecahedronSDF( <float3> pos [, <float> size] )

Check it on Github



#ifndef FNC_DODECAHEDRONSDF
#define FNC_DODECAHEDRONSDF

float dodecahedronSDF(float3 p) {
    float3 n = normalize(float3(PHI,1.0,0.0));
    p = abs(p);
    float a = dot(p,n.xyz);
    float b = dot(p,n.zxy);
    float c = dot(p,n.yzx);
    // return max(max(a,b),c)-PHI*n.y;
    return (max(max(a,b),c)-n.x);
}

float dodecahedronSDF(float3 p, float radius) {
    float3 n = normalize(float3(PHI,1.0,0.0));

    p = abs(p / radius);
    float a = dot(p, n.xyz);
    float b = dot(p, n.zxy);
    float c = dot(p, n.yzx);
    return (max(max(a,b),c)-n.x) * radius;
}

#endif

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